Damn, very cool! I have to say though, if I were to make a constructive criticism it would be to modify the little lip ahead of the foregrip. It looks a bit silly. Perhaps either fill it so that it's non-hollow or remove it entirely. If it were up to me. Can't wait to see where this goes as far as texturing!
Yeah, I see that too. Damn, damn, damn! I'm just going to leave the padding there unless I go back to fix the pants. I guess I should hey? Oh well! It's really hard to get that baggyness in MD without it going overboard on the folds. Stiffness modifiers really don't help.
@MrHobo I tried mixamo! Unfortunatly the skinning got all fucked, specially around the shoulder area, I tried to fix it but somehow it did something weird to the skinning where I couldnt modify the enveloppes, I couldn't fix it unless i wanted to skin every single vertex one after the other
i have read somewhere that they are used q3a as a base to built and modify their game engine for cod2, anyone have any more info on that ? that would account for the lack of ragdolls and dynamic lighting ? daz, i agree with you that the developers are not exploring the possibilities of giving more depth and innovation in…
Add an Editable Poly modifier if you haven't already, select the Polygon subselect mode, and look for Polygon Properties (I think). It's a grid of 32 little buttons, underneath or above it should be a button that clears your smoothing groups. You can then select individual polygons and assign smoothing groups to control…
Well here is what the hotkey editor looks like for me. I remember in prev. versions that there were check boxes for the modifiers like CTRL, ALT, SHIFT, etc. Notice how the "edit" button is grayed out. It doesn't matter which function in any menu I choose, the button remains grayed out.
Fixed the Barrel it now sits a 75,000 polys for the high poly. It sounded wrong in my head when i looked at the poly count in MAX but i thought i might hve changed it myself but my friend added 3 extra turbosmooth modifiers last time she came over to my house.
click the object you gonna texture, go to the modify tab, add "Unwrap UVW" to the list there, go down the UVW preferences until you see a big "Edit" button and click it, now click on "Mapping" on the top of the new window and choose Flatten Mapping now you got your UV placed out
3dsmax? Try it with Global Super Sampling on or off. If its the low poly intersecting with the high. Select the low poly just before you bake, go into element mode and hide all (in the edit poly modifier). This will leave just the high poly and your cage when baking and fixes the intersecting MentalRay AO issue.
you can try a UVW Xform modifier to try and iron out any actual corruption in your UVs....but that is VERY rare. I'd suggest double-triple-checking your material settings both in max and in your engine? you could have a tiling off somewhere and it could be confusing what you are seeing....